/Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionStrata.h
class UMaterialExpressionStrataSingleLayerWaterBSDF : public [UMaterialExpressionStrataBSDF](API\Runtime\Engine\Materials\UMaterialExpressionStrataBSDF)
FExpressionInpu...
BaseColor
Surface base color. (type = float3, unit = unitless, defaults to black)
FExpressionInpu...
ColorScaleBehindWater
A scale to apply on the scene color behind the water surface.
FExpressionInpu...
EmissiveColor
Emissive color on top of the surface (type = float3, unit = luminance, defaults to 0.0)
FExpressionInpu...
Metallic
Whether the surface represents a dielectric (such as plastic) or a conductor (such as metal).
FExpressionInpu...
Normal
The normal of the surface (type = float3, unit = unitless, defaults to +Z vector)
FExpressionInpu...
Roughness
Controls how rough the Material is.
FExpressionInpu...
Specular
Specular amount (type = float, unit = unitless, defaults to 0.5)
FExpressionInpu...
TopMaterialOpacity
Opacity of the material layered on top of the water (type = float3, unit = unitless, defaults to 0.0)
FExpressionInpu...
WaterAlbedo
The single scattering Albedo defining the overall color of the Material (type = float3, unit = unitless, default = 0)
FExpressionInpu...
WaterExtinction
The rate at which light is absorbed or out-scattered by the medium.
FExpressionInpu...
WaterPhaseG
Anisotropy of the volume with values lower than 0 representing back-scattering, equal 0 representing isotropic scattering and greater than 0 representing forward scattering.